Throw team-mate
Posted: Tue Sep 29, 2015 11:30 pm
I never really worry about the odds when it comes to throw team-mate, it's mostly just for the lolz. However I found this detailed reddit post which goes through it all in detail, very clearly, so thought I would share it. https://www.reddit.com/r/bloodbowl/comm ... _tabletop/
Some of it I knew but the passing stuff is interesting. Interesting that agility makes no difference at all, it's all about the modifiers. Therefore having an AG4 thrower doesn't improve matters, but Strong Arm (even on an AG2 guy) does. I find this quite counter-intuitive and hence useful information to file away.
So for an example relevant to this upcoming, a halfling treeman starts with Strong Arm, so if un-marked he can make a short pass (the longest possible TTM distance) on a 2+, as the modifiers from each cancel each other out. You're going to have to put players next to the treeman to increase the chance of a fumble...
This does make pass even more of an interesting option on my AG3 Strong Arm ogre, as he will have two attempts to complete the pass at increased odds, while at the same time making Pass a less exciting option on the AG4 guy (who would probably take Dodge or Sure Hands on a double anyway).
Some of it I knew but the passing stuff is interesting. Interesting that agility makes no difference at all, it's all about the modifiers. Therefore having an AG4 thrower doesn't improve matters, but Strong Arm (even on an AG2 guy) does. I find this quite counter-intuitive and hence useful information to file away.
So for an example relevant to this upcoming, a halfling treeman starts with Strong Arm, so if un-marked he can make a short pass (the longest possible TTM distance) on a 2+, as the modifiers from each cancel each other out. You're going to have to put players next to the treeman to increase the chance of a fumble...
This does make pass even more of an interesting option on my AG3 Strong Arm ogre, as he will have two attempts to complete the pass at increased odds, while at the same time making Pass a less exciting option on the AG4 guy (who would probably take Dodge or Sure Hands on a double anyway).